Archmage

D&D 5.5e · medium humanoid, neutral

Challenge 12 (8400 XP)

STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)

Defense

Armor Class 17 (Mage Armor)
Hit Points 170 (31d8+31)
Speed 30 ft.

Proficiencies & Senses

Saving Throws Int +9, Wis +6
Skills Arcana +9, History +9, Insight +6, Perception +6
Languages Common Plus Five Other Languages
Passive Perception 16

Traits

Damage Immunities Psychic

Traits

Magic Resistance

The archmage has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The archmage makes four Arcane Burst attacks.

Arcane Burst

Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 22 (4d10) force damage.

Spellcasting

The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation. 2/day each: Fly, Lightning Bolt (level 7 version). 1/day each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport.

Misty Step (Bonus Action)

The archmage casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.

Protective Magic (Reaction)

The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Reference Text

Archmages are powerful spellcasters who command formidable arcane magic. They often serve as leaders of magical institutions or as solitary masters of their craft.